Ludwig The Accursed: Level 60
HP: 218,000 (327,000 1UP)
Attack: 1400
2GM Sword: 400
1GM Claw: 200
GM Light: 200
5M Magic: 80
5M Psychic: 80
Claw Attacks: 1,400 (1,600) (4800)(14,400)
Magic Blast: 1,400 (1,480) (7,400)
Arcane Blast: 200 (1,600) (1,680) (1,760) (8,800) (17,600) (19,580)
Ludwig's Holy Moonlight Blade: 1,600 (3,000) (3,400) (3,600) (3,680) (3,760) (18,350) (36,700) (55,050) (64,225) (96,338) (125,239)
(TBA) Sardilic Crystal-Fiendish Claws: 500
(TBA) Sardlic Crystal-Monstrous Greatsword: 1000
Defense: 1,200
White Church Garb: 600 (1,800) (3,600)
Speed: 178 (163) (178) (183) (+25 avoid)
Skill: 190 (200) (+10)
Move: 8 (6 in human form)
Items:
Ludwig's Holy Moonlight Blade: -15 speed. A legendary sacred weapon. This blade is impossibly large, requiring a medium-sized character to wield it. If a small size character were to use it, it would reduce movement by 1 and grant -40 speed. This weapon has base 800 (1200) (1600) blade/light/magic/psychic-type damage, and it cannot be augmented. The blade is illuminated by a holy light, and if the wielder takes a turn to charge the blade, it will have 1-3 range for the next four turns. Now that this weapon has been empowered with one Moonlight Soul, it has increased its base might by 100%. It now will no longer reduce the movement or result in the -40 speed debuff for a small character, allowing them to only recieve a -15 speed penalty. This weapon's damage cannot be consumed. This weapon will deal double damage if the ability "Luna" is triggered.
Move: 8 (6 in human form)
Items:
Ludwig's Holy Moonlight Blade: -15 speed. A legendary sacred weapon. This blade is impossibly large, requiring a medium-sized character to wield it. If a small size character were to use it, it would reduce movement by 1 and grant -40 speed. This weapon has base 800 (1200) (1600) blade/light/magic/psychic-type damage, and it cannot be augmented. The blade is illuminated by a holy light, and if the wielder takes a turn to charge the blade, it will have 1-3 range for the next four turns. Now that this weapon has been empowered with one Moonlight Soul, it has increased its base might by 100%. It now will no longer reduce the movement or result in the -40 speed debuff for a small character, allowing them to only recieve a -15 speed penalty. This weapon's damage cannot be consumed. This weapon will deal double damage if the ability "Luna" is triggered.
Exposing Magic Seal: This seal will expose a foe to Magic damage. This will not remove innate or ability based resistances, but all item and equipment based resistances and immunities will be completely ignored. An exposing seal will only work if the weapon has at least two damage types. Pure Magic weapons cannot accept this seal.
White Church Garb: The white hunting attire of Ludwig, The Holy Blade. This armor grants resistance to blade, bullet, psychic, magic, lightning and fire type damage. However, it cannot be warn with any other forms of armor (no mail, no cloaks, no masks). Remarkably, the white church banner of this armor survives even after Ludwig transforms, allowing this armor to defend him even in his beastly state. This armor is surprisingly resistant to wear. Base 300 (600) defense.
Beast Caryll Rune: A rune etched into the mind of Ludwig. This rune will allow Ludwig to access the ability "Accursed Transformation".
Razor Stone: A beautiful and deadly gem. This will boost blade type damage by fifty percent. This will only work with one stone; stacking them will not improve the boost any further.
Light Plate: Boosts light type attack damage by 50%. This will stack alongside gem boosts but not ever engage damage penalties. A unit may not hold two of the same plates.
Psychic Plate: Boosts psychic type attack damage by 50%. This will stack alongside gem boosts but not ever engage damage penalties. A unit may not hold two of the same plates.
Psychic Plate: Boosts psychic type attack damage by 50%. This will stack alongside gem boosts but not ever engage damage penalties. A unit may not hold two of the same plates.
Magic Plate: Boosts magic type attack damage by 50%. This will stack alongside gem boosts but not ever engage damage penalties. A unit may not hold two of the same plates.
Hunter's Mark: A brand placed on the skin. This stark, dangling rune is the mark of a hunter. A character must organic to recieve this brand. The brand will permantly boost all blade type by fifty percent. This will stack alongside gems and other boosting items, but it will never trigger autodamage to this character or its allies. This will also add 20% to all bleed activations. This brand may only be given by The Moon Presence.
8-Dream Wheels: Boosts the psychic ability of a character by 50%
16-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
8- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
Sardilic Crystal-Fiendish Claws: Weapons designed for Ludwig by Sardlic. These nightmarish claws deal magic/psychic/claw type damage. They will be improved by only half of the weaponized body boost, but will also be improved by element gems and other boosting items. Wearing these claws causes terrible visions to pass before the mind of the character. These visions would drive most sane characters into utter madness. The horrific aura of this weapon will cause all foes who engage in combat with this character to suffer a -25 speed penalty from fear. Base 500 claw/psychic/magic type damage.
Sardilic Crystal-Monstrous Greatsword: If Ludwig falls below half-life, the crystal claws he wields will reshape into a massive, double helix-shaped blade. This blade is impossibly large, requiring a medium-sized character to wield it. If a small size character were to use it, it would reduce movement by 1 and grant -40 speed. This weapon has base 1000 blade/light/magic/psychic-type damage, and it cannot be augmented. The blade is illuminated by a blinding light, and it has 1-2 range. Being struck by this blade gives character extremely traumatic and unspeakable visions, and holding the blade causes similar problems. Foes struck with this blade have a 50% chance to miss their next turn from fear. If this happens, they will also suffer a 20% decrease in their attack and defense and a 20 speed and skill loss.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
Abilities:
Accursed Transform: Signature ability. Ludwig may use his Caryll Rune to transform back into his accursed state. This will change his size class, making him a medium character. In his human form, Ludwig will have +25 avoid and +10 skill. However, in his beast form Ludwig will double his total defense, triple his body type damage, and boost his damage of melee attacks by 50%. Ludwig will also suffer no speed debuffs due to heavy weapons. Once this rune is used, Ludwig cannot become human again for the remainder of the battle. He may not use his beast or fear abilities in human form. Having this ability removes proficiency boosts. Costs: Beast Caryll Rune.
8-Dream Wheels: Boosts the psychic ability of a character by 50%
16-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.
8- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken.
Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
Sardilic Crystal-Fiendish Claws: Weapons designed for Ludwig by Sardlic. These nightmarish claws deal magic/psychic/claw type damage. They will be improved by only half of the weaponized body boost, but will also be improved by element gems and other boosting items. Wearing these claws causes terrible visions to pass before the mind of the character. These visions would drive most sane characters into utter madness. The horrific aura of this weapon will cause all foes who engage in combat with this character to suffer a -25 speed penalty from fear. Base 500 claw/psychic/magic type damage.
Sardilic Crystal-Monstrous Greatsword: If Ludwig falls below half-life, the crystal claws he wields will reshape into a massive, double helix-shaped blade. This blade is impossibly large, requiring a medium-sized character to wield it. If a small size character were to use it, it would reduce movement by 1 and grant -40 speed. This weapon has base 1000 blade/light/magic/psychic-type damage, and it cannot be augmented. The blade is illuminated by a blinding light, and it has 1-2 range. Being struck by this blade gives character extremely traumatic and unspeakable visions, and holding the blade causes similar problems. Foes struck with this blade have a 50% chance to miss their next turn from fear. If this happens, they will also suffer a 20% decrease in their attack and defense and a 20 speed and skill loss.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
Abilities:
Accursed Transform: Signature ability. Ludwig may use his Caryll Rune to transform back into his accursed state. This will change his size class, making him a medium character. In his human form, Ludwig will have +25 avoid and +10 skill. However, in his beast form Ludwig will double his total defense, triple his body type damage, and boost his damage of melee attacks by 50%. Ludwig will also suffer no speed debuffs due to heavy weapons. Once this rune is used, Ludwig cannot become human again for the remainder of the battle. He may not use his beast or fear abilities in human form. Having this ability removes proficiency boosts. Costs: Beast Caryll Rune.
Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. This abiltiy cannot be removed by strategist. Costs: 2 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg
Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 (6) spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg
Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage Costs: 8 pg
Ferocity: Beast only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg
Bloodbath: For every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5%. This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg
Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (60%) (80%) of the time. This ability only activates on physical attacks. Costs 3 pg
Paralyzing howl: Any enemy units within three spaces of this character have a chance of being paralyzed for one turn by fear. This move can be used once every other turn, and it takes a turn to activate. Any enemies nearby have a 50% (75%) of flinching and missing their turn. An enemy may not be flinched 2 turns in a row by this ability. Requires: 3 pg
Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this character's max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg
Beast Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 15% to any dodge, hit, or skill activation chance once every two turns. Costs: 3 pg
Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg
Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg
Devastating Sword Slash: Once every three turns, this character may slam its sword into the ground at full strength. This will strike five squares in front of it in a straight line. Enemies will calculate their dodge chances separately. Enemies may counter-attack. Costs: 4 pg
Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 pg
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. This abiltiy cannot be removed by strategist. Costs: 2 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg
Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 (6) spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg
Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage Costs: 8 pg
Ferocity: Beast only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg
Bloodbath: For every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5%. This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg
Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (60%) (80%) of the time. This ability only activates on physical attacks. Costs 3 pg
Paralyzing howl: Any enemy units within three spaces of this character have a chance of being paralyzed for one turn by fear. This move can be used once every other turn, and it takes a turn to activate. Any enemies nearby have a 50% (75%) of flinching and missing their turn. An enemy may not be flinched 2 turns in a row by this ability. Requires: 3 pg
Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this character's max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg
Beast Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 15% to any dodge, hit, or skill activation chance once every two turns. Costs: 3 pg
Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg
Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg
Devastating Sword Slash: Once every three turns, this character may slam its sword into the ground at full strength. This will strike five squares in front of it in a straight line. Enemies will calculate their dodge chances separately. Enemies may counter-attack. Costs: 4 pg
Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 pg
(TBA) Vicious Fighter: This character is unwavering in their determination to vanquish their foe. This character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This character may vantage hit these status abilities and doing so has a 10 lower speed requirement. Countering these statuses will also cause the attacks of this character to deal 25% more damage against the foe attempting to use the ability against this character. Costs: 4 pg
(TBA) Guiding Moonlight: As soon as this character falls below half-life, it will gain access to melee style abilities, attacks, and weapons. However, it will lose access to abilities like "ferocity", "beast sense", and "Paralyzing howl". Costs: 1 pg
Character Type: Monster, Beast, Melee, Fear
Weakness: Mild weakness to electricity and fire. Resists bludgeon, martial, and pierce. Immune to strategist. Extreme resistance to fear.
Character Type: Monster, Beast, Melee, Fear
Weakness: Mild weakness to electricity and fire. Resists bludgeon, martial, and pierce. Immune to strategist. Extreme resistance to fear.
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